Turbe$Z Posted February 4, 2017 Share Posted February 4, 2017 (edited) i downloaded this from community: script and this from script decription: "If you want to restrict it to the Admin ACL, then replace it: local function canFly()return getTeamName(getPlayerTeam(getLocalPlayer())) == "Admins"endfor: local function canFly()return (isObjectInACLGroup("user."..getAccountName(getPlayerAccount(source)),aclGetGroup("Admin")))end" and i tried this, but doesn't working this is from client.lua: -- -- Check for admin privileges -- local function canFly() return (isObjectInACLGroup("user."..getAccountName(getPlayerAccount(source)),aclGetGroup("Admin"))) end How to fix this? Why not working? Edited February 4, 2017 by Turbo777 1 Link to comment
DopePriest Posted February 4, 2017 Share Posted February 4, 2017 Did you restrict it to the admin group in the ACL file? Link to comment
DopePriest Posted February 4, 2017 Share Posted February 4, 2017 you have to add it to the admin group in the acl file such like <group name="Admin"> <acl name="Admin" /> <acl name="Moderator" /> <acl name="RPC" /> <object name="resource.resourcename" /> </group> Link to comment
Turbe$Z Posted February 4, 2017 Author Share Posted February 4, 2017 2 hours ago, DopePriest said: you have to add it to the admin group in the acl file such like <group name="Admin"> <acl name="Admin" /> <acl name="Moderator" /> <acl name="RPC" /> <object name="resource.resourcename" /> </group> unnecessary, because i got this error: ERROR: superman-admin\client.lua:65: attempt to call global 'getPlayerAccount' (a nil value) how to fix this error? 1 Link to comment
^iiEcoo'x_) Posted February 4, 2017 Share Posted February 4, 2017 function canFlay (player) return isObjectInACLGroup ("user."..getAccountName ( getPlayerAccount ( player ) ), aclGetGroup ( "Admin" ) ) end Link to comment
Turbe$Z Posted February 4, 2017 Author Share Posted February 4, 2017 15 minutes ago, #_iMr.[E]coo said: function canFlay (player) return isObjectInACLGroup ("user."..getAccountName ( getPlayerAccount ( player ) ), aclGetGroup ( "Admin" ) ) end same problem Link to comment
pa3ck Posted February 4, 2017 Share Posted February 4, 2017 47 minutes ago, Turbo777 said: unnecessary, because i got this error: ERROR: superman-admin\client.lua:65: attempt to call global 'getPlayerAccount' (a nil value) how to fix this error? getPlayerAccount is server side only Link to comment
^iiEcoo'x_) Posted February 4, 2017 Share Posted February 4, 2017 -- Server side addEventHandler("onPlayerLogin",root, function () if isObjectInACLGroup ("user."..getAccountName(getPlayerAccount(source)), aclGetGroup ( "Admin" )) then setElementData(source, "SuperMan",true) end end ) addEventHandler("onResourceStart ",root, function () if isObjectInACLGroup ("user."..getAccountName(getPlayerAccount(source)), aclGetGroup ( "Console" )) then setElementData(source, "SuperMan",true) end end ) -- And Use This Code In Super Man On Fly , This Easy if getElementData(source,"SuperMan") == true then Link to comment
Turbe$Z Posted February 4, 2017 Author Share Posted February 4, 2017 32 minutes ago, #_iMr.[E]coo said: -- Server side addEventHandler("onPlayerLogin",root, function () if isObjectInACLGroup ("user."..getAccountName(getPlayerAccount(source)), aclGetGroup ( "Admin" )) then setElementData(source, "SuperMan",true) end end ) addEventHandler("onResourceStart ",root, function () if isObjectInACLGroup ("user."..getAccountName(getPlayerAccount(source)), aclGetGroup ( "Console" )) then setElementData(source, "SuperMan",true) end end ) -- And Use This Code In Super Man On Fly , This Easy if getElementData(source,"SuperMan") == true then like this ? function canFly() if getElementData(source,"SuperMan") == true then end end Link to comment
^iiEcoo'x_) Posted February 4, 2017 Share Posted February 4, 2017 no show me code super man Link to comment
Turbe$Z Posted February 4, 2017 Author Share Posted February 4, 2017 2 minutes ago, #_iMr.[E]coo said: no show me code super man -- Copyright (c) 2008, Alberto Alonso -- -- All rights reserved. -- -- Redistribution and use in source and binary forms, with or without modification, -- are permitted provided that the following conditions are met: -- -- * Redistributions of source code must retain the above copyright notice, this -- list of conditions and the following disclaimer. -- * Redistributions in binary form must reproduce the above copyright notice, this -- list of conditions and the following disclaimer in the documentation and/or other -- materials provided with the distribution. -- * Neither the name of the superman script nor the names of its contributors may be used -- to endorse or promote products derived from this software without specific prior -- written permission. -- -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR -- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF -- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING -- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. local Superman = {} function canceldamage() cancelEvent() end addEventHandler("onClientPedDamage", getRootElement(), canceldamage) -- Settings local ZERO_TOLERANCE = 0.00001 local MAX_ANGLE_SPEED = 6 -- In degrees per frame local MAX_SPEED = 1.0 local EXTRA_SPEED_FACTOR = 1.85 local LOW_SPEED_FACTOR = 0.40 local ACCELERATION = 0.025 local EXTRA_ACCELERATION_FACTOR = 1.8 local LOW_ACCELERATION_FACTOR = 0.85 local TAKEOFF_VELOCITY = 1.75 local TAKEOFF_FLIGHT_DELAY = 750 local SMOKING_SPEED = 1.25 local GROUND_ZERO_TOLERANCE = 0.18 local LANDING_DISTANCE = 3.2 local FLIGHT_ANIMLIB = "swim" local FLIGHT_ANIMATION = "Swim_Dive_Under" local FLIGHT_ANIM_LOOP = false local IDLE_ANIMLIB = "cop_ambient" local IDLE_ANIMATION = "Coplook_loop" local IDLE_ANIM_LOOP = true local MAX_Y_ROTATION = 55 local ROTATION_Y_SPEED = 3.8 -- Static global variables local thisResource = getThisResource() local rootElement = getRootElement() local localPlayer = getLocalPlayer() local serverGravity = getGravity() function canFly() if getElementData(source,"SuperMan") == true then end end -- -- Utility functions -- local function isPlayerFlying(player) local data = getElementData(player, "superman:flying") if not data or data == false then return false else return true end end local function setPlayerFlying(player, state) if state == true then state = true else state = false end setElementData(player, "superman:flying", state) end local function iterateFlyingPlayers() local current = 1 local allPlayers = getElementsByType("player") return function() local player repeat player = allPlayers[current] current = current + 1 until not player or (isPlayerFlying(player) and isElementStreamedIn(player)) return player end end function Superman:restorePlayer(player) setPlayerFlying(player, false) setPedAnimation(player, false) setElementVelocity(player, 0, 0, 0) setElementRotation(player, 0, 0, 0) --setPedRotation(player, getPedRotation(player)) setElementCollisionsEnabled(player, true) self:destroySmokeGenerators(player) self.rotations[player] = nil self.previousVelocity[player] = nil end function Superman:createSmokeGenerator(player) local generator = createObject(2780, getElementPosition(player)) setElementCollisionsEnabled(generator, false) setObjectScale(generator, 0) return generator end function Superman:createSmokeGenerators(player) if not self.smokeGenerators[player] then local smokeGenerators = {} smokeGenerators[1] = self:createSmokeGenerator(player) attachElements(smokeGenerators[1], player, 0.75, -0.2, -0.4, -40, 0, 60) smokeGenerators[2] = self:createSmokeGenerator(player) attachElements(smokeGenerators[2], player, -0.75, -0.2, -0.4, -40, 0, -60) self.smokeGenerators[player] = smokeGenerators end end function Superman:destroySmokeGenerators(player) if self.smokeGenerators[player] then for k, v in ipairs(self.smokeGenerators[player]) do destroyElement(v) end self.smokeGenerators[player] = nil end end function angleDiff(angle1, angle2) angle1, angle2 = angle1 % 360, angle2 % 360 local diff = (angle1 - angle2) % 360 if diff <= 180 then return diff else return -(360 - diff) end end local function isElementInWater(ped) local pedPosition = Vector3D:new(getElementPosition(ped)) if pedPosition.z <= 0 then return true end local waterLevel = getWaterLevel(pedPosition.x, pedPosition.y, pedPosition.z) if not isElementStreamedIn(ped) or not waterLevel or waterLevel < pedPosition.z then return false else return true end end local function isnan(x) math.inf = 1/0 if x == math.inf or x == -math.inf or x ~= x then return true end return false end local function getVector2DAngle(vec) if vec.x == 0 and vec.y == 0 then return 0 end local angle = math.deg(math.atan(vec.x / vec.y)) + 90 if vec.y < 0 then angle = angle + 180 end return angle end -- -- Initialization and shutdown functions -- function Superman.Start() local self = Superman -- Register events addEventHandler("onClientResourceStop", getResourceRootElement(thisResource), Superman.Stop, false) addEventHandler("onPlayerJoin", rootElement, Superman.onJoin) addEventHandler("onPlayerQuit", rootElement, Superman.onQuit) addEventHandler("onClientRender", rootElement, Superman.processControls) addEventHandler("onClientRender", rootElement, Superman.processFlight) addEventHandler("onClientPlayerDamage", localPlayer, Superman.onDamage, false) addEventHandler("onClientElementDataChange", rootElement, Superman.onDataChange) addEventHandler("onClientElementStreamIn", rootElement, Superman.onStreamIn) addEventHandler("onClientElementStreamOut", rootElement, Superman.onStreamOut) -- Bind keys bindKey("jump", "down", Superman.onJump) -- Register commands addCommandHandler("superman", Superman.cmdSuperman) -- Initializate attributes self.smokeGenerators = {} self.rotations = {} self.previousVelocity = {} end addEventHandler("onClientResourceStart", getResourceRootElement(thisResource), Superman.Start, false) function Superman.Stop() local self = Superman setGravity(serverGravity) -- Restore all players animations, collisions, etc for player in iterateFlyingPlayers() do self:restorePlayer(player) end end -- -- Join/Quit -- function Superman.onJoin(player) local self = Superman local player = player or source setPlayerFlying(player, false) end function Superman.onQuit(reason, player) local self = Superman local player = player or source if isPlayerFlying(player) then self:restorePlayer(player) end end -- -- onDamage: superman is invulnerable -- function Superman.onDamage() local self = Superman if isPlayerFlying(localPlayer) then cancelEvent() end end -- -- onStreamIn: Reset rotation attribute for player -- function Superman.onStreamIn() local self = Superman end function Superman.onStreamOut() local self = Superman if source and isElement(source) and getElementType(source) == "player" and isPlayerFlying(source) then self.rotations[source] = nil self.previousVelocity[source] = nil end end -- -- onDataChange: Check if somebody who is out of stream stops being superman -- function Superman.onDataChange(dataName, oldValue) local self = Superman if dataName == "superman:flying" and isElement(source) and getElementType(source) == "player" and oldValue ~= getElementData(source, dataName) and oldValue == true and getElementData(source, dataName) == false then self:restorePlayer(source) end end -- -- onJump: Combo to start flight without any command -- function Superman.onJump(key, keyState) if not canFly() then return end local self = Superman local task = getPedSimplestTask(localPlayer) if not isPlayerFlying(localPlayer) then if task == "TASK_SIMPLE_IN_AIR" then setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, 100, 1) end end end -- -- Commands -- function Superman.cmdSuperman() if not canFly() then return end local self = Superman if isPedInVehicle(localPlayer) or isPlayerFlying(localPlayer) then return end setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, TAKEOFF_FLIGHT_DELAY, 1) end function Superman.startFlight() local self = Superman if isPlayerFlying(localPlayer) then return end triggerServerEvent("superman:start", rootElement) setPlayerFlying(localPlayer, true) setElementVelocity(localPlayer, 0, 0, 0) self.currentSpeed = 0 self.extraVelocity = { x = 0, y = 0, z = 0 } end -- -- Controls processing -- local jump, oldJump = false, false function Superman.processControls() local self = Superman if not isPlayerFlying(localPlayer) then jump, oldJump = getControlState("jump"), jump if canFly() and not oldJump and jump then Superman.onJump() end return end -- if not isPlayerFlying(localPlayer) then return end -- Calculate the requested movement direction local Direction = Vector3D:new(0, 0, 0) if getControlState("forwards") then Direction.y = 1 elseif getControlState("backwards") then Direction.y = -1 end if getControlState("left") then Direction.x = 1 elseif getControlState("right") then Direction.x = -1 end Direction:Normalize() -- Calculate the sight direction local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local SightDirection = Vector3D:new((lookX - cameraX), (lookY - cameraY), (lookZ - cameraZ)) SightDirection:Normalize() if getControlState("look_behind") then SightDirection = SightDirection:Mul(-1) end -- Calculate the current max speed and acceleration values local maxSpeed = MAX_SPEED local acceleration = ACCELERATION if getControlState("sprint") then maxSpeed = MAX_SPEED * EXTRA_SPEED_FACTOR acceleration = acceleration * EXTRA_ACCELERATION_FACTOR elseif getControlState("walk") then maxSpeed = MAX_SPEED * LOW_SPEED_FACTOR acceleration = acceleration * LOW_ACCELERATION_FACTOR end local DirectionModule = Direction:Module() -- Check if we must change the gravity if DirectionModule == 0 and self.currentSpeed ~= 0 then setGravity(0) else setGravity(serverGravity) end -- Calculate the new current speed if self.currentSpeed ~= 0 and (DirectionModule == 0 or self.currentSpeed > maxSpeed) then -- deccelerate self.currentSpeed = self.currentSpeed - acceleration if self.currentSpeed < 0 then self.currentSpeed = 0 end elseif DirectionModule ~= 0 and self.currentSpeed < maxSpeed then -- accelerate self.currentSpeed = self.currentSpeed + acceleration if self.currentSpeed > maxSpeed then self.currentSpeed = maxSpeed end end -- Calculate the movement requested direction if DirectionModule ~= 0 then Direction = Vector3D:new(SightDirection.x * Direction.y - SightDirection.y * Direction.x, SightDirection.x * Direction.x + SightDirection.y * Direction.y, SightDirection.z * Direction.y) -- Save the last movement direction for when player releases all direction keys self.lastDirection = Direction else -- Player is not specifying any direction, use last known direction or the current velocity if self.lastDirection then Direction = self.lastDirection if self.currentSpeed == 0 then self.lastDirection = nil end else Direction = Vector3D:new(getElementVelocity(localPlayer)) end end Direction:Normalize() Direction = Direction:Mul(self.currentSpeed) -- Applicate a smooth direction change, if moving if self.currentSpeed > 0 then local VelocityDirection = Vector3D:new(getElementVelocity(localPlayer)) VelocityDirection:Normalize() if math.sqrt(VelocityDirection.x^2 + VelocityDirection.y^2) > 0 then local DirectionAngle = getVector2DAngle(Direction) local VelocityAngle = getVector2DAngle(VelocityDirection) local diff = angleDiff(DirectionAngle, VelocityAngle) local calculatedAngle if diff >= 0 then if diff > MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle + MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end else if diff < MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle - MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end end calculatedAngle = calculatedAngle % 360 local DirectionModule2D = math.sqrt(Direction.x^2 + Direction.y^2) Direction.x = -DirectionModule2D*math.cos(math.rad(calculatedAngle)) Direction.y = DirectionModule2D*math.sin(math.rad(calculatedAngle)) end end if Direction:Module() == 0 then self.extraVelocity = { x = 0, y = 0, z = 0 } end -- Set the new velocity setElementVelocity(localPlayer, Direction.x + self.extraVelocity.x, Direction.y + self.extraVelocity.y, Direction.z + self.extraVelocity.z) if self.extraVelocity.z > 0 then self.extraVelocity.z = self.extraVelocity.z - 1 if self.extraVelocity.z < 0 then self.extraVelocity.z = 0 end elseif self.extraVelocity.z < 0 then self.extraVelocity.z = self.extraVelocity.z + 1 if self.extraVelocity.z > 0 then self.extraVelocity.z = 0 end end end -- -- Players flight processing -- function Superman.processFlight() local self = Superman for player in iterateFlyingPlayers() do local Velocity = Vector3D:new(getElementVelocity(player)) local distanceToBase = getElementDistanceFromCentreOfMassToBaseOfModel(player) local playerPos = Vector3D:new(getElementPosition(player)) playerPos.z = playerPos.z - distanceToBase local distanceToGround if playerPos.z > 0 then local hit, hitX, hitY, hitZ, hitElement = processLineOfSight(playerPos.x, playerPos.y, playerPos.z, playerPos.x, playerPos.y, playerPos.z - LANDING_DISTANCE - 1, true, true, true, true, true, false, false, false) if hit then distanceToGround = playerPos.z - hitZ end end if distanceToGround and distanceToGround < GROUND_ZERO_TOLERANCE then self:restorePlayer(player) if player == localPlayer then setGravity(serverGravity) triggerServerEvent("superman:stop", getRootElement()) end elseif distanceToGround and distanceToGround < LANDING_DISTANCE then self:processLanding(player, Velocity, distanceToGround) elseif Velocity:Module() < ZERO_TOLERANCE then self:processIdleFlight(player) else self:processMovingFlight(player, Velocity) end end end function Superman:processIdleFlight(player) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= IDLE_ANIMLIB or animName ~= IDLE_ANIMATION then setPedAnimation(player, IDLE_ANIMLIB, IDLE_ANIMATION, -1, IDLE_ANIM_LOOP, false, false) end setElementCollisionsEnabled(player, false) -- If this is myself, calculate the ped rotation depending on the camera rotation if player == localPlayer then local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local Sight = Vector3D:new(lookX - cameraX, lookY - cameraY, lookZ - cameraZ) Sight:Normalize() if getControlState("look_behind") then Sight = Sight:Mul(-1) end Sight.z = math.atan(Sight.x / Sight.y) if Sight.y > 0 then Sight.z = Sight.z + math.pi end Sight.z = math.deg(Sight.z) + 180 setPedRotation(localPlayer, Sight.z) setElementRotation(localPlayer, 0, 0, Sight.z) else local Zangle = getPedCameraRotation(player) setPedRotation(player, Zangle) setElementRotation(player, 0, 0, Zangle) end end function Superman:processMovingFlight(player, Velocity) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- Calculate the player rotation depending on their velocity local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -math.deg(Velocity.z / Velocity:Module() * 1.2) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Calculate the Y rotation for barrel rotations if not self.rotations[player] then self.rotations[player] = 0 end if not self.previousVelocity[player] then self.previousVelocity[player] = Vector3D:new(0, 0, 0) end local previousAngle = getVector2DAngle(self.previousVelocity[player]) local currentAngle = getVector2DAngle(Velocity) local diff = angleDiff(currentAngle, previousAngle) if isnan(diff) then diff = 0 end local calculatedYRotation = -diff * MAX_Y_ROTATION / MAX_ANGLE_SPEED if calculatedYRotation > self.rotations[player] then if calculatedYRotation - self.rotations[player] > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] + ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end else if self.rotations[player] - calculatedYRotation > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] - ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end end if self.rotations[player] > MAX_Y_ROTATION then self.rotations[player] = MAX_Y_ROTATION elseif self.rotations[player] < -MAX_Y_ROTATION then self.rotations[player] = -MAX_Y_ROTATION elseif math.abs(self.rotations[player]) < ZERO_TOLERANCE then self.rotations[player] = 0 end Rotation.y = self.rotations[player] -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z) -- Save the current velocity self.previousVelocity[player] = Velocity -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) end end function Superman:processLanding(player, Velocity, distanceToGround) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) end -- Calculate the player rotation depending on their velocity and distance to ground local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -(85 - (distanceToGround * 85 / LANDING_DISTANCE)) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z) end -- -- Vectors -- Vector3D = { new = function(self, _x, _y, _z) local newVector = { x = _x or 0.0, y = _y or 0.0, z = _z or 0.0 } return setmetatable(newVector, { __index = Vector3D }) end, Copy = function(self) return Vector3D:new(self.x, self.y, self.z) end, Normalize = function(self) local mod = self:Module() if mod ~= 0 then self.x = self.x / mod self.y = self.y / mod self.z = self.z / mod end end, Dot = function(self, V) return self.x * V.x + self.y * V.y + self.z * V.z end, Module = function(self) return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z) end, AddV = function(self, V) return Vector3D:new(self.x + V.x, self.y + V.y, self.z + V.z) end, SubV = function(self, V) return Vector3D:new(self.x - V.x, self.y - V.y, self.z - V.z) end, CrossV = function(self, V) return Vector3D:new(self.y * V.z - self.z * V.y, self.z * V.x - self.x * V.z, self.x * V.y - self.y * V.z) end, Mul = function(self, n) return Vector3D:new(self.x * n, self.y * n, self.z * n) end, Div = function(self, n) return Vector3D:new(self.x / n, self.y / n, self.z / n) end, MulV = function(self, V) return Vector3D:new(self.x * V.x, self.y * V.y, self.z * V.z) end, DivV = function(self, V) return Vector3D:new(self.x / V.x, self.y / V.y, self.z / V.z) end, } this full code Link to comment
^iiEcoo'x_) Posted February 4, 2017 Share Posted February 4, 2017 (edited) -- Copyright (c) 2008, Alberto Alonso -- -- All rights reserved. -- -- Redistribution and use in source and binary forms, with or without modification, -- are permitted provided that the following conditions are met: -- -- * Redistributions of source code must retain the above copyright notice, this -- list of conditions and the following disclaimer. -- * Redistributions in binary form must reproduce the above copyright notice, this -- list of conditions and the following disclaimer in the documentation and/or other -- materials provided with the distribution. -- * Neither the name of the superman script nor the names of its contributors may be used -- to endorse or promote products derived from this software without specific prior -- written permission. -- -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR -- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF -- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING -- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. local Superman = {} function canceldamage() cancelEvent() end addEventHandler("onClientPedDamage", getRootElement(), canceldamage) -- Settings local ZERO_TOLERANCE = 0.00001 local MAX_ANGLE_SPEED = 6 -- In degrees per frame local MAX_SPEED = 1.0 local EXTRA_SPEED_FACTOR = 1.85 local LOW_SPEED_FACTOR = 0.40 local ACCELERATION = 0.025 local EXTRA_ACCELERATION_FACTOR = 1.8 local LOW_ACCELERATION_FACTOR = 0.85 local TAKEOFF_VELOCITY = 1.75 local TAKEOFF_FLIGHT_DELAY = 750 local SMOKING_SPEED = 1.25 local GROUND_ZERO_TOLERANCE = 0.18 local LANDING_DISTANCE = 3.2 local FLIGHT_ANIMLIB = "swim" local FLIGHT_ANIMATION = "Swim_Dive_Under" local FLIGHT_ANIM_LOOP = false local IDLE_ANIMLIB = "cop_ambient" local IDLE_ANIMATION = "Coplook_loop" local IDLE_ANIM_LOOP = true local MAX_Y_ROTATION = 55 local ROTATION_Y_SPEED = 3.8 -- Static global variables local thisResource = getThisResource() local rootElement = getRootElement() local localPlayer = getLocalPlayer() local serverGravity = getGravity() -- -- Utility functions -- local function isPlayerFlying(player) local data = getElementData(player, "superman:flying") if not data or data == false then return false else return true end end local function setPlayerFlying(player, state) if getElementData(player,"SuperMan") == true then if state == true then state = true else state = false end setElementData(player, "superman:flying", state) end end local function iterateFlyingPlayers() local current = 1 local allPlayers = getElementsByType("player") return function() local player repeat player = allPlayers[current] current = current + 1 until not player or (isPlayerFlying(player) and isElementStreamedIn(player)) return player end end function Superman:restorePlayer(player) setPlayerFlying(player, false) setPedAnimation(player, false) setElementVelocity(player, 0, 0, 0) setElementRotation(player, 0, 0, 0) --setPedRotation(player, getPedRotation(player)) setElementCollisionsEnabled(player, true) self:destroySmokeGenerators(player) self.rotations[player] = nil self.previousVelocity[player] = nil end function Superman:createSmokeGenerator(player) local generator = createObject(2780, getElementPosition(player)) setElementCollisionsEnabled(generator, false) setObjectScale(generator, 0) return generator end function Superman:createSmokeGenerators(player) if not self.smokeGenerators[player] then local smokeGenerators = {} smokeGenerators[1] = self:createSmokeGenerator(player) attachElements(smokeGenerators[1], player, 0.75, -0.2, -0.4, -40, 0, 60) smokeGenerators[2] = self:createSmokeGenerator(player) attachElements(smokeGenerators[2], player, -0.75, -0.2, -0.4, -40, 0, -60) self.smokeGenerators[player] = smokeGenerators end end function Superman:destroySmokeGenerators(player) if self.smokeGenerators[player] then for k, v in ipairs(self.smokeGenerators[player]) do destroyElement(v) end self.smokeGenerators[player] = nil end end function angleDiff(angle1, angle2) angle1, angle2 = angle1 % 360, angle2 % 360 local diff = (angle1 - angle2) % 360 if diff <= 180 then return diff else return -(360 - diff) end end local function isElementInWater(ped) local pedPosition = Vector3D:new(getElementPosition(ped)) if pedPosition.z <= 0 then return true end local waterLevel = getWaterLevel(pedPosition.x, pedPosition.y, pedPosition.z) if not isElementStreamedIn(ped) or not waterLevel or waterLevel < pedPosition.z then return false else return true end end local function isnan(x) math.inf = 1/0 if x == math.inf or x == -math.inf or x ~= x then return true end return false end local function getVector2DAngle(vec) if vec.x == 0 and vec.y == 0 then return 0 end local angle = math.deg(math.atan(vec.x / vec.y)) + 90 if vec.y < 0 then angle = angle + 180 end return angle end -- -- Initialization and shutdown functions -- function Superman.Start() local self = Superman -- Register events addEventHandler("onClientResourceStop", getResourceRootElement(thisResource), Superman.Stop, false) addEventHandler("onPlayerJoin", rootElement, Superman.onJoin) addEventHandler("onPlayerQuit", rootElement, Superman.onQuit) addEventHandler("onClientRender", rootElement, Superman.processControls) addEventHandler("onClientRender", rootElement, Superman.processFlight) addEventHandler("onClientPlayerDamage", localPlayer, Superman.onDamage, false) addEventHandler("onClientElementDataChange", rootElement, Superman.onDataChange) addEventHandler("onClientElementStreamIn", rootElement, Superman.onStreamIn) addEventHandler("onClientElementStreamOut", rootElement, Superman.onStreamOut) -- Bind keys bindKey("jump", "down", Superman.onJump) -- Register commands addCommandHandler("superman", Superman.cmdSuperman) -- Initializate attributes self.smokeGenerators = {} self.rotations = {} self.previousVelocity = {} end addEventHandler("onClientResourceStart", getResourceRootElement(thisResource), Superman.Start, false) function Superman.Stop() local self = Superman setGravity(serverGravity) -- Restore all players animations, collisions, etc for player in iterateFlyingPlayers() do self:restorePlayer(player) end end -- -- Join/Quit -- function Superman.onJoin(player) local self = Superman local player = player or source setPlayerFlying(player, false) end function Superman.onQuit(reason, player) local self = Superman local player = player or source if isPlayerFlying(player) then self:restorePlayer(player) end end -- -- onDamage: superman is invulnerable -- function Superman.onDamage() local self = Superman if isPlayerFlying(localPlayer) then cancelEvent() end end -- -- onStreamIn: Reset rotation attribute for player -- function Superman.onStreamIn() local self = Superman end function Superman.onStreamOut() local self = Superman if source and isElement(source) and getElementType(source) == "player" and isPlayerFlying(source) then self.rotations[source] = nil self.previousVelocity[source] = nil end end -- -- onDataChange: Check if somebody who is out of stream stops being superman -- function Superman.onDataChange(dataName, oldValue) local self = Superman if dataName == "superman:flying" and isElement(source) and getElementType(source) == "player" and oldValue ~= getElementData(source, dataName) and oldValue == true and getElementData(source, dataName) == false then self:restorePlayer(source) end end -- -- onJump: Combo to start flight without any command -- function Superman.onJump(key, keyState) if not canFly() then return end local self = Superman local task = getPedSimplestTask(localPlayer) if not isPlayerFlying(localPlayer) then if task == "TASK_SIMPLE_IN_AIR" then setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, 100, 1) end end end -- -- Commands -- function Superman.cmdSuperman() if not canFly() then return end local self = Superman if isPedInVehicle(localPlayer) or isPlayerFlying(localPlayer) then return end setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, TAKEOFF_FLIGHT_DELAY, 1) end function Superman.startFlight() local self = Superman if isPlayerFlying(localPlayer) then return end triggerServerEvent("superman:start", rootElement) setPlayerFlying(localPlayer, true) setElementVelocity(localPlayer, 0, 0, 0) self.currentSpeed = 0 self.extraVelocity = { x = 0, y = 0, z = 0 } end -- -- Controls processing -- local jump, oldJump = false, false function Superman.processControls() local self = Superman if not isPlayerFlying(localPlayer) then jump, oldJump = getControlState("jump"), jump if canFly() and not oldJump and jump then Superman.onJump() end return end -- if not isPlayerFlying(localPlayer) then return end -- Calculate the requested movement direction local Direction = Vector3D:new(0, 0, 0) if getControlState("forwards") then Direction.y = 1 elseif getControlState("backwards") then Direction.y = -1 end if getControlState("left") then Direction.x = 1 elseif getControlState("right") then Direction.x = -1 end Direction:Normalize() -- Calculate the sight direction local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local SightDirection = Vector3D:new((lookX - cameraX), (lookY - cameraY), (lookZ - cameraZ)) SightDirection:Normalize() if getControlState("look_behind") then SightDirection = SightDirection:Mul(-1) end -- Calculate the current max speed and acceleration values local maxSpeed = MAX_SPEED local acceleration = ACCELERATION if getControlState("sprint") then maxSpeed = MAX_SPEED * EXTRA_SPEED_FACTOR acceleration = acceleration * EXTRA_ACCELERATION_FACTOR elseif getControlState("walk") then maxSpeed = MAX_SPEED * LOW_SPEED_FACTOR acceleration = acceleration * LOW_ACCELERATION_FACTOR end local DirectionModule = Direction:Module() -- Check if we must change the gravity if DirectionModule == 0 and self.currentSpeed ~= 0 then setGravity(0) else setGravity(serverGravity) end -- Calculate the new current speed if self.currentSpeed ~= 0 and (DirectionModule == 0 or self.currentSpeed > maxSpeed) then -- deccelerate self.currentSpeed = self.currentSpeed - acceleration if self.currentSpeed < 0 then self.currentSpeed = 0 end elseif DirectionModule ~= 0 and self.currentSpeed < maxSpeed then -- accelerate self.currentSpeed = self.currentSpeed + acceleration if self.currentSpeed > maxSpeed then self.currentSpeed = maxSpeed end end -- Calculate the movement requested direction if DirectionModule ~= 0 then Direction = Vector3D:new(SightDirection.x * Direction.y - SightDirection.y * Direction.x, SightDirection.x * Direction.x + SightDirection.y * Direction.y, SightDirection.z * Direction.y) -- Save the last movement direction for when player releases all direction keys self.lastDirection = Direction else -- Player is not specifying any direction, use last known direction or the current velocity if self.lastDirection then Direction = self.lastDirection if self.currentSpeed == 0 then self.lastDirection = nil end else Direction = Vector3D:new(getElementVelocity(localPlayer)) end end Direction:Normalize() Direction = Direction:Mul(self.currentSpeed) -- Applicate a smooth direction change, if moving if self.currentSpeed > 0 then local VelocityDirection = Vector3D:new(getElementVelocity(localPlayer)) VelocityDirection:Normalize() if math.sqrt(VelocityDirection.x^2 + VelocityDirection.y^2) > 0 then local DirectionAngle = getVector2DAngle(Direction) local VelocityAngle = getVector2DAngle(VelocityDirection) local diff = angleDiff(DirectionAngle, VelocityAngle) local calculatedAngle if diff >= 0 then if diff > MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle + MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end else if diff < MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle - MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end end calculatedAngle = calculatedAngle % 360 local DirectionModule2D = math.sqrt(Direction.x^2 + Direction.y^2) Direction.x = -DirectionModule2D*math.cos(math.rad(calculatedAngle)) Direction.y = DirectionModule2D*math.sin(math.rad(calculatedAngle)) end end if Direction:Module() == 0 then self.extraVelocity = { x = 0, y = 0, z = 0 } end -- Set the new velocity setElementVelocity(localPlayer, Direction.x + self.extraVelocity.x, Direction.y + self.extraVelocity.y, Direction.z + self.extraVelocity.z) if self.extraVelocity.z > 0 then self.extraVelocity.z = self.extraVelocity.z - 1 if self.extraVelocity.z < 0 then self.extraVelocity.z = 0 end elseif self.extraVelocity.z < 0 then self.extraVelocity.z = self.extraVelocity.z + 1 if self.extraVelocity.z > 0 then self.extraVelocity.z = 0 end end end -- -- Players flight processing -- function Superman.processFlight() local self = Superman for player in iterateFlyingPlayers() do local Velocity = Vector3D:new(getElementVelocity(player)) local distanceToBase = getElementDistanceFromCentreOfMassToBaseOfModel(player) local playerPos = Vector3D:new(getElementPosition(player)) playerPos.z = playerPos.z - distanceToBase local distanceToGround if playerPos.z > 0 then local hit, hitX, hitY, hitZ, hitElement = processLineOfSight(playerPos.x, playerPos.y, playerPos.z, playerPos.x, playerPos.y, playerPos.z - LANDING_DISTANCE - 1, true, true, true, true, true, false, false, false) if hit then distanceToGround = playerPos.z - hitZ end end if distanceToGround and distanceToGround < GROUND_ZERO_TOLERANCE then self:restorePlayer(player) if player == localPlayer then setGravity(serverGravity) triggerServerEvent("superman:stop", getRootElement()) end elseif distanceToGround and distanceToGround < LANDING_DISTANCE then self:processLanding(player, Velocity, distanceToGround) elseif Velocity:Module() < ZERO_TOLERANCE then self:processIdleFlight(player) else self:processMovingFlight(player, Velocity) end end end function Superman:processIdleFlight(player) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= IDLE_ANIMLIB or animName ~= IDLE_ANIMATION then setPedAnimation(player, IDLE_ANIMLIB, IDLE_ANIMATION, -1, IDLE_ANIM_LOOP, false, false) end setElementCollisionsEnabled(player, false) -- If this is myself, calculate the ped rotation depending on the camera rotation if player == localPlayer then local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local Sight = Vector3D:new(lookX - cameraX, lookY - cameraY, lookZ - cameraZ) Sight:Normalize() if getControlState("look_behind") then Sight = Sight:Mul(-1) end Sight.z = math.atan(Sight.x / Sight.y) if Sight.y > 0 then Sight.z = Sight.z + math.pi end Sight.z = math.deg(Sight.z) + 180 setPedRotation(localPlayer, Sight.z) setElementRotation(localPlayer, 0, 0, Sight.z) else local Zangle = getPedCameraRotation(player) setPedRotation(player, Zangle) setElementRotation(player, 0, 0, Zangle) end end function Superman:processMovingFlight(player, Velocity) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- Calculate the player rotation depending on their velocity local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -math.deg(Velocity.z / Velocity:Module() * 1.2) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Calculate the Y rotation for barrel rotations if not self.rotations[player] then self.rotations[player] = 0 end if not self.previousVelocity[player] then self.previousVelocity[player] = Vector3D:new(0, 0, 0) end local previousAngle = getVector2DAngle(self.previousVelocity[player]) local currentAngle = getVector2DAngle(Velocity) local diff = angleDiff(currentAngle, previousAngle) if isnan(diff) then diff = 0 end local calculatedYRotation = -diff * MAX_Y_ROTATION / MAX_ANGLE_SPEED if calculatedYRotation > self.rotations[player] then if calculatedYRotation - self.rotations[player] > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] + ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end else if self.rotations[player] - calculatedYRotation > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] - ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end end if self.rotations[player] > MAX_Y_ROTATION then self.rotations[player] = MAX_Y_ROTATION elseif self.rotations[player] < -MAX_Y_ROTATION then self.rotations[player] = -MAX_Y_ROTATION elseif math.abs(self.rotations[player]) < ZERO_TOLERANCE then self.rotations[player] = 0 end Rotation.y = self.rotations[player] -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z) -- Save the current velocity self.previousVelocity[player] = Velocity -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) end end function Superman:processLanding(player, Velocity, distanceToGround) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) end -- Calculate the player rotation depending on their velocity and distance to ground local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -(85 - (distanceToGround * 85 / LANDING_DISTANCE)) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z) end -- -- Vectors -- Vector3D = { new = function(self, _x, _y, _z) local newVector = { x = _x or 0.0, y = _y or 0.0, z = _z or 0.0 } return setmetatable(newVector, { __index = Vector3D }) end, Copy = function(self) return Vector3D:new(self.x, self.y, self.z) end, Normalize = function(self) local mod = self:Module() if mod ~= 0 then self.x = self.x / mod self.y = self.y / mod self.z = self.z / mod end end, Dot = function(self, V) return self.x * V.x + self.y * V.y + self.z * V.z end, Module = function(self) return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z) end, AddV = function(self, V) return Vector3D:new(self.x + V.x, self.y + V.y, self.z + V.z) end, SubV = function(self, V) return Vector3D:new(self.x - V.x, self.y - V.y, self.z - V.z) end, CrossV = function(self, V) return Vector3D:new(self.y * V.z - self.z * V.y, self.z * V.x - self.x * V.z, self.x * V.y - self.y * V.z) end, Mul = function(self, n) return Vector3D:new(self.x * n, self.y * n, self.z * n) end, Div = function(self, n) return Vector3D:new(self.x / n, self.y / n, self.z / n) end, MulV = function(self, V) return Vector3D:new(self.x * V.x, self.y * V.y, self.z * V.z) end, DivV = function(self, V) return Vector3D:new(self.x / V.x, self.y / V.y, self.z / V.z) end, } if not start say in chat /debugscript 3 Edited February 4, 2017 by #_iMr.[E]coo Link to comment
Turbe$Z Posted February 4, 2017 Author Share Posted February 4, 2017 2 minutes ago, #_iMr.[E]coo said: -- Copyright (c) 2008, Alberto Alonso---- All rights reserved.---- Redistribution and use in source and binary forms, with or without modification,-- are permitted provided that the following conditions are met:---- * Redistributions of source code must retain the above copyright notice, this-- list of conditions and the following disclaimer.-- * Redistributions in binary form must reproduce the above copyright notice, this-- list of conditions and the following disclaimer in the documentation and/or other-- materials provided with the distribution.-- * Neither the name of the superman script nor the names of its contributors may be used-- to endorse or promote products derived from this software without specific prior-- written permission.---- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS-- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT-- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR-- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR-- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,-- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR-- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF-- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING-- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.local Superman = {}function canceldamage() cancelEvent()endaddEventHandler("onClientPedDamage", getRootElement(), canceldamage)-- Settingslocal ZERO_TOLERANCE = 0.00001local MAX_ANGLE_SPEED = 6 -- In degrees per framelocal MAX_SPEED = 1.0local EXTRA_SPEED_FACTOR = 1.85local LOW_SPEED_FACTOR = 0.40local ACCELERATION = 0.025local EXTRA_ACCELERATION_FACTOR = 1.8local LOW_ACCELERATION_FACTOR = 0.85local TAKEOFF_VELOCITY = 1.75local TAKEOFF_FLIGHT_DELAY = 750local SMOKING_SPEED = 1.25local GROUND_ZERO_TOLERANCE = 0.18local LANDING_DISTANCE = 3.2local FLIGHT_ANIMLIB = "swim"local FLIGHT_ANIMATION = "Swim_Dive_Under"local FLIGHT_ANIM_LOOP = falselocal IDLE_ANIMLIB = "cop_ambient"local IDLE_ANIMATION = "Coplook_loop"local IDLE_ANIM_LOOP = truelocal MAX_Y_ROTATION = 55local ROTATION_Y_SPEED = 3.8-- Static global variableslocal thisResource = getThisResource()local rootElement = getRootElement()local localPlayer = getLocalPlayer()local serverGravity = getGravity()---- Utility functions--local function isPlayerFlying(player) local data = getElementData(player, "superman:flying") if not data or data == false then return false else return true endendlocal function setPlayerFlying(player, state) if getElementData(source,"SuperMan") == true then if state == true then state = true else state = false end setElementData(player, "superman:flying", state)endendlocal function iterateFlyingPlayers() local current = 1 local allPlayers = getElementsByType("player") return function() local player repeat player = allPlayers[current] current = current + 1 until not player or (isPlayerFlying(player) and isElementStreamedIn(player)) return player endendfunction Superman:restorePlayer(player) setPlayerFlying(player, false) setPedAnimation(player, false) setElementVelocity(player, 0, 0, 0) setElementRotation(player, 0, 0, 0) --setPedRotation(player, getPedRotation(player)) setElementCollisionsEnabled(player, true) self:destroySmokeGenerators(player) self.rotations[player] = nil self.previousVelocity[player] = nilendfunction Superman:createSmokeGenerator(player) local generator = createObject(2780, getElementPosition(player)) setElementCollisionsEnabled(generator, false) setObjectScale(generator, 0) return generatorendfunction Superman:createSmokeGenerators(player) if not self.smokeGenerators[player] then local smokeGenerators = {} smokeGenerators[1] = self:createSmokeGenerator(player) attachElements(smokeGenerators[1], player, 0.75, -0.2, -0.4, -40, 0, 60) smokeGenerators[2] = self:createSmokeGenerator(player) attachElements(smokeGenerators[2], player, -0.75, -0.2, -0.4, -40, 0, -60) self.smokeGenerators[player] = smokeGenerators endendfunction Superman:destroySmokeGenerators(player) if self.smokeGenerators[player] then for k, v in ipairs(self.smokeGenerators[player]) do destroyElement(v) end self.smokeGenerators[player] = nil endendfunction angleDiff(angle1, angle2) angle1, angle2 = angle1 % 360, angle2 % 360 local diff = (angle1 - angle2) % 360 if diff <= 180 then return diff else return -(360 - diff) endendlocal function isElementInWater(ped) local pedPosition = Vector3D:new(getElementPosition(ped)) if pedPosition.z <= 0 then return true end local waterLevel = getWaterLevel(pedPosition.x, pedPosition.y, pedPosition.z) if not isElementStreamedIn(ped) or not waterLevel or waterLevel < pedPosition.z then return false else return true endendlocal function isnan(x) math.inf = 1/0 if x == math.inf or x == -math.inf or x ~= x then return true end return falseendlocal function getVector2DAngle(vec) if vec.x == 0 and vec.y == 0 then return 0 end local angle = math.deg(math.atan(vec.x / vec.y)) + 90 if vec.y < 0 then angle = angle + 180 end return angleend---- Initialization and shutdown functions--function Superman.Start() local self = Superman -- Register events addEventHandler("onClientResourceStop", getResourceRootElement(thisResource), Superman.Stop, false) addEventHandler("onPlayerJoin", rootElement, Superman.onJoin) addEventHandler("onPlayerQuit", rootElement, Superman.onQuit) addEventHandler("onClientRender", rootElement, Superman.processControls) addEventHandler("onClientRender", rootElement, Superman.processFlight) addEventHandler("onClientPlayerDamage", localPlayer, Superman.onDamage, false) addEventHandler("onClientElementDataChange", rootElement, Superman.onDataChange) addEventHandler("onClientElementStreamIn", rootElement, Superman.onStreamIn) addEventHandler("onClientElementStreamOut", rootElement, Superman.onStreamOut) -- Bind keys bindKey("jump", "down", Superman.onJump) -- Register commands addCommandHandler("superman", Superman.cmdSuperman) -- Initializate attributes self.smokeGenerators = {} self.rotations = {} self.previousVelocity = {}endaddEventHandler("onClientResourceStart", getResourceRootElement(thisResource), Superman.Start, false)function Superman.Stop() local self = Superman setGravity(serverGravity) -- Restore all players animations, collisions, etc for player in iterateFlyingPlayers() do self:restorePlayer(player) endend---- Join/Quit--function Superman.onJoin(player) local self = Superman local player = player or source setPlayerFlying(player, false)endfunction Superman.onQuit(reason, player) local self = Superman local player = player or source if isPlayerFlying(player) then self:restorePlayer(player) endend---- onDamage: superman is invulnerable--function Superman.onDamage() local self = Superman if isPlayerFlying(localPlayer) then cancelEvent() endend---- onStreamIn: Reset rotation attribute for player--function Superman.onStreamIn() local self = Supermanendfunction Superman.onStreamOut() local self = Superman if source and isElement(source) and getElementType(source) == "player" and isPlayerFlying(source) then self.rotations[source] = nil self.previousVelocity[source] = nil endend---- onDataChange: Check if somebody who is out of stream stops being superman--function Superman.onDataChange(dataName, oldValue) local self = Superman if dataName == "superman:flying" and isElement(source) and getElementType(source) == "player" and oldValue ~= getElementData(source, dataName) and oldValue == true and getElementData(source, dataName) == false then self:restorePlayer(source) endend---- onJump: Combo to start flight without any command--function Superman.onJump(key, keyState) if not canFly() then return end local self = Superman local task = getPedSimplestTask(localPlayer) if not isPlayerFlying(localPlayer) then if task == "TASK_SIMPLE_IN_AIR" then setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, 100, 1) end endend---- Commands--function Superman.cmdSuperman() if not canFly() then return end local self = Superman if isPedInVehicle(localPlayer) or isPlayerFlying(localPlayer) then return end setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, TAKEOFF_FLIGHT_DELAY, 1)endfunction Superman.startFlight() local self = Superman if isPlayerFlying(localPlayer) then return end triggerServerEvent("superman:start", rootElement) setPlayerFlying(localPlayer, true) setElementVelocity(localPlayer, 0, 0, 0) self.currentSpeed = 0 self.extraVelocity = { x = 0, y = 0, z = 0 }end---- Controls processing--local jump, oldJump = false, falsefunction Superman.processControls() local self = Superman if not isPlayerFlying(localPlayer) then jump, oldJump = getControlState("jump"), jump if canFly() and not oldJump and jump then Superman.onJump() end return end -- if not isPlayerFlying(localPlayer) then return end -- Calculate the requested movement direction local Direction = Vector3D:new(0, 0, 0) if getControlState("forwards") then Direction.y = 1 elseif getControlState("backwards") then Direction.y = -1 end if getControlState("left") then Direction.x = 1 elseif getControlState("right") then Direction.x = -1 end Direction:Normalize() -- Calculate the sight direction local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local SightDirection = Vector3D:new((lookX - cameraX), (lookY - cameraY), (lookZ - cameraZ)) SightDirection:Normalize() if getControlState("look_behind") then SightDirection = SightDirection:Mul(-1) end -- Calculate the current max speed and acceleration values local maxSpeed = MAX_SPEED local acceleration = ACCELERATION if getControlState("sprint") then maxSpeed = MAX_SPEED * EXTRA_SPEED_FACTOR acceleration = acceleration * EXTRA_ACCELERATION_FACTOR elseif getControlState("walk") then maxSpeed = MAX_SPEED * LOW_SPEED_FACTOR acceleration = acceleration * LOW_ACCELERATION_FACTOR end local DirectionModule = Direction:Module() -- Check if we must change the gravity if DirectionModule == 0 and self.currentSpeed ~= 0 then setGravity(0) else setGravity(serverGravity) end -- Calculate the new current speed if self.currentSpeed ~= 0 and (DirectionModule == 0 or self.currentSpeed > maxSpeed) then -- deccelerate self.currentSpeed = self.currentSpeed - acceleration if self.currentSpeed < 0 then self.currentSpeed = 0 end elseif DirectionModule ~= 0 and self.currentSpeed < maxSpeed then -- accelerate self.currentSpeed = self.currentSpeed + acceleration if self.currentSpeed > maxSpeed then self.currentSpeed = maxSpeed end end -- Calculate the movement requested direction if DirectionModule ~= 0 then Direction = Vector3D:new(SightDirection.x * Direction.y - SightDirection.y * Direction.x, SightDirection.x * Direction.x + SightDirection.y * Direction.y, SightDirection.z * Direction.y) -- Save the last movement direction for when player releases all direction keys self.lastDirection = Direction else -- Player is not specifying any direction, use last known direction or the current velocity if self.lastDirection then Direction = self.lastDirection if self.currentSpeed == 0 then self.lastDirection = nil end else Direction = Vector3D:new(getElementVelocity(localPlayer)) end end Direction:Normalize() Direction = Direction:Mul(self.currentSpeed) -- Applicate a smooth direction change, if moving if self.currentSpeed > 0 then local VelocityDirection = Vector3D:new(getElementVelocity(localPlayer)) VelocityDirection:Normalize() if math.sqrt(VelocityDirection.x^2 + VelocityDirection.y^2) > 0 then local DirectionAngle = getVector2DAngle(Direction) local VelocityAngle = getVector2DAngle(VelocityDirection) local diff = angleDiff(DirectionAngle, VelocityAngle) local calculatedAngle if diff >= 0 then if diff > MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle + MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end else if diff < MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle - MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end end calculatedAngle = calculatedAngle % 360 local DirectionModule2D = math.sqrt(Direction.x^2 + Direction.y^2) Direction.x = -DirectionModule2D*math.cos(math.rad(calculatedAngle)) Direction.y = DirectionModule2D*math.sin(math.rad(calculatedAngle)) end end if Direction:Module() == 0 then self.extraVelocity = { x = 0, y = 0, z = 0 } end -- Set the new velocity setElementVelocity(localPlayer, Direction.x + self.extraVelocity.x, Direction.y + self.extraVelocity.y, Direction.z + self.extraVelocity.z) if self.extraVelocity.z > 0 then self.extraVelocity.z = self.extraVelocity.z - 1 if self.extraVelocity.z < 0 then self.extraVelocity.z = 0 end elseif self.extraVelocity.z < 0 then self.extraVelocity.z = self.extraVelocity.z + 1 if self.extraVelocity.z > 0 then self.extraVelocity.z = 0 end endend---- Players flight processing--function Superman.processFlight() local self = Superman for player in iterateFlyingPlayers() do local Velocity = Vector3D:new(getElementVelocity(player)) local distanceToBase = getElementDistanceFromCentreOfMassToBaseOfModel(player) local playerPos = Vector3D:new(getElementPosition(player)) playerPos.z = playerPos.z - distanceToBase local distanceToGround if playerPos.z > 0 then local hit, hitX, hitY, hitZ, hitElement = processLineOfSight(playerPos.x, playerPos.y, playerPos.z, playerPos.x, playerPos.y, playerPos.z - LANDING_DISTANCE - 1, true, true, true, true, true, false, false, false) if hit then distanceToGround = playerPos.z - hitZ end end if distanceToGround and distanceToGround < GROUND_ZERO_TOLERANCE then self:restorePlayer(player) if player == localPlayer then setGravity(serverGravity) triggerServerEvent("superman:stop", getRootElement()) end elseif distanceToGround and distanceToGround < LANDING_DISTANCE then self:processLanding(player, Velocity, distanceToGround) elseif Velocity:Module() < ZERO_TOLERANCE then self:processIdleFlight(player) else self:processMovingFlight(player, Velocity) end endendfunction Superman:processIdleFlight(player) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= IDLE_ANIMLIB or animName ~= IDLE_ANIMATION then setPedAnimation(player, IDLE_ANIMLIB, IDLE_ANIMATION, -1, IDLE_ANIM_LOOP, false, false) end setElementCollisionsEnabled(player, false) -- If this is myself, calculate the ped rotation depending on the camera rotation if player == localPlayer then local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local Sight = Vector3D:new(lookX - cameraX, lookY - cameraY, lookZ - cameraZ) Sight:Normalize() if getControlState("look_behind") then Sight = Sight:Mul(-1) end Sight.z = math.atan(Sight.x / Sight.y) if Sight.y > 0 then Sight.z = Sight.z + math.pi end Sight.z = math.deg(Sight.z) + 180 setPedRotation(localPlayer, Sight.z) setElementRotation(localPlayer, 0, 0, Sight.z) else local Zangle = getPedCameraRotation(player) setPedRotation(player, Zangle) setElementRotation(player, 0, 0, Zangle) endendfunction Superman:processMovingFlight(player, Velocity) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- Calculate the player rotation depending on their velocity local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -math.deg(Velocity.z / Velocity:Module() * 1.2) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Calculate the Y rotation for barrel rotations if not self.rotations[player] then self.rotations[player] = 0 end if not self.previousVelocity[player] then self.previousVelocity[player] = Vector3D:new(0, 0, 0) end local previousAngle = getVector2DAngle(self.previousVelocity[player]) local currentAngle = getVector2DAngle(Velocity) local diff = angleDiff(currentAngle, previousAngle) if isnan(diff) then diff = 0 end local calculatedYRotation = -diff * MAX_Y_ROTATION / MAX_ANGLE_SPEED if calculatedYRotation > self.rotations[player] then if calculatedYRotation - self.rotations[player] > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] + ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end else if self.rotations[player] - calculatedYRotation > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] - ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end end if self.rotations[player] > MAX_Y_ROTATION then self.rotations[player] = MAX_Y_ROTATION elseif self.rotations[player] < -MAX_Y_ROTATION then self.rotations[player] = -MAX_Y_ROTATION elseif math.abs(self.rotations[player]) < ZERO_TOLERANCE then self.rotations[player] = 0 end Rotation.y = self.rotations[player] -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z) -- Save the current velocity self.previousVelocity[player] = Velocity -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) endendfunction Superman:processLanding(player, Velocity, distanceToGround) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) end -- Calculate the player rotation depending on their velocity and distance to ground local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -(85 - (distanceToGround * 85 / LANDING_DISTANCE)) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z)end---- Vectors--Vector3D = { new = function(self, _x, _y, _z) local newVector = { x = _x or 0.0, y = _y or 0.0, z = _z or 0.0 } return setmetatable(newVector, { __index = Vector3D }) end, Copy = function(self) return Vector3D:new(self.x, self.y, self.z) end, Normalize = function(self) local mod = self:Module() if mod ~= 0 then self.x = self.x / mod self.y = self.y / mod self.z = self.z / mod end end, Dot = function(self, V) return self.x * V.x + self.y * V.y + self.z * V.z end, Module = function(self) return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z) end, AddV = function(self, V) return Vector3D:new(self.x + V.x, self.y + V.y, self.z + V.z) end, SubV = function(self, V) return Vector3D:new(self.x - V.x, self.y - V.y, self.z - V.z) end, CrossV = function(self, V) return Vector3D:new(self.y * V.z - self.z * V.y, self.z * V.x - self.x * V.z, self.x * V.y - self.y * V.z) end, Mul = function(self, n) return Vector3D:new(self.x * n, self.y * n, self.z * n) end, Div = function(self, n) return Vector3D:new(self.x / n, self.y / n, self.z / n) end, MulV = function(self, V) return Vector3D:new(self.x * V.x, self.y * V.y, self.z * V.z) end, DivV = function(self, V) return Vector3D:new(self.x / V.x, self.y / V.y, self.z / V.z) end,} if not start say in chat /debugscript 3 client.lua:65: bad argument @ 'getElementData' [expected element at argument 1, got nil] Link to comment
^iiEcoo'x_) Posted February 4, 2017 Share Posted February 4, 2017 Show edit my reply Up ^^ Link to comment
Turbe$Z Posted February 4, 2017 Author Share Posted February 4, 2017 3 minutes ago, #_iMr.[E]coo said: Show edit my reply Up ^^ same problem Link to comment
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